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Battlemap Vs. Theater of the Mind
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<blockquote data-quote="fewilcox" data-source="post: 6604021" data-attributes="member: 6794151"><p>That's largely been my experience as well.</p><p></p><p>So over the years our default mode in GURPS, and which I used last season at Encounters as is this season's GM, has become a sort of a hybrid of the two. We set up the minis so that everyone starts off with a good idea of the relative positions of all of the combatants, and proceed into TotM from there, only bothering with the minis if someone's position changes significantly or when an enemy is defeated. Hybridizing the process speeds it up quite a bit, allowing us to get through more combats each night, which is good since the GM's work schedule and the store's hours mean we only get about 2 hours each week.</p><p></p><p>GURPS lends itself very well to free-form descriptive combat in a way that D&D 4e could never hope to, so our hybrid combats work better in it than in some systems. One of the things we like about D&D 5e is that it also lends itself to our favorite style of combat. On the other hand, we also enjoy combat that is closer to Mage Knight or <em>Final Fantasy Tactics</em>, so we tend to crack out my MegaMat and the Vis-a-vis and do a proper map battle for big or important fights. My wife, who runs GURPS exclusively (unless I talk her into running HM5e so I can play it for a change), also uses the hybrid system almost exclusively. I honestly can't remember the last time she used full-on tactical combat, not even in her current fantasy supers game which has had me in the form of a giant earth elemental joining in the fight against a dragon, which was ultimately taken down by the ferro-kinetic bounty hunter from near-future Earth. That was pretty epic.</p><p></p><p>We first started playing like that in an OVA campaign seven or so years ago because, being intended for anime games, it dispenses with range and movement distance entirely, assuming that anyone can get into melee with anyone, unless you obviously can't (like when one character is on the top of a wall and the other is at the bottom). Attacks are either ranged or they're not. So now in GURPS and D&D 5e we tend to be a bit handwavy with ranges, treating things as having ranges like short, medium, long, and absurd, rather than actual numbers.</p><p></p><p>One game in which that does not work is HackMaster 5e, but its combats are so fast and engaging that it doesn't matter. Since HM5e dispenses with rounds in favor of second-by-second combat, it's important to track precisely how far each character can move in one second, and doing that means going mapless would multiply the workload rather than reducing it. Of course, HM's Count Up system and use of opposed rolls rather than DCs are precisely <em>why</em> we love the game, so we only use it for campaigns where we want to enjoy its particular flavor.</p></blockquote><p></p>
[QUOTE="fewilcox, post: 6604021, member: 6794151"] That's largely been my experience as well. So over the years our default mode in GURPS, and which I used last season at Encounters as is this season's GM, has become a sort of a hybrid of the two. We set up the minis so that everyone starts off with a good idea of the relative positions of all of the combatants, and proceed into TotM from there, only bothering with the minis if someone's position changes significantly or when an enemy is defeated. Hybridizing the process speeds it up quite a bit, allowing us to get through more combats each night, which is good since the GM's work schedule and the store's hours mean we only get about 2 hours each week. GURPS lends itself very well to free-form descriptive combat in a way that D&D 4e could never hope to, so our hybrid combats work better in it than in some systems. One of the things we like about D&D 5e is that it also lends itself to our favorite style of combat. On the other hand, we also enjoy combat that is closer to Mage Knight or [I]Final Fantasy Tactics[/I], so we tend to crack out my MegaMat and the Vis-a-vis and do a proper map battle for big or important fights. My wife, who runs GURPS exclusively (unless I talk her into running HM5e so I can play it for a change), also uses the hybrid system almost exclusively. I honestly can't remember the last time she used full-on tactical combat, not even in her current fantasy supers game which has had me in the form of a giant earth elemental joining in the fight against a dragon, which was ultimately taken down by the ferro-kinetic bounty hunter from near-future Earth. That was pretty epic. We first started playing like that in an OVA campaign seven or so years ago because, being intended for anime games, it dispenses with range and movement distance entirely, assuming that anyone can get into melee with anyone, unless you obviously can't (like when one character is on the top of a wall and the other is at the bottom). Attacks are either ranged or they're not. So now in GURPS and D&D 5e we tend to be a bit handwavy with ranges, treating things as having ranges like short, medium, long, and absurd, rather than actual numbers. One game in which that does not work is HackMaster 5e, but its combats are so fast and engaging that it doesn't matter. Since HM5e dispenses with rounds in favor of second-by-second combat, it's important to track precisely how far each character can move in one second, and doing that means going mapless would multiply the workload rather than reducing it. Of course, HM's Count Up system and use of opposed rolls rather than DCs are precisely [I]why[/I] we love the game, so we only use it for campaigns where we want to enjoy its particular flavor. [/QUOTE]
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